[HN Gopher] Looking Glass starts shipping its 8K holographic dis...
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       Looking Glass starts shipping its 8K holographic display
        
       Author : prostoalex
       Score  : 176 points
       Date   : 2020-05-26 16:05 UTC (6 hours ago)
        
 (HTM) web link (techcrunch.com)
 (TXT) w3m dump (techcrunch.com)
        
       | ebg13 wrote:
       | The thing that strikes me the most is how absolutely terrible
       | they are at showing off their product. Their whole promo video is
       | extreme closeups on 3D renderings that look no different than
       | what my cellphone can do because it's just a boring video of
       | boring renderings and I'm watching it on my boring cellphone.
       | It's like they're trying to show the grand canyon by filling the
       | frame with a small bit of rock.
       | 
       | This shitty gif from techcrunch is infinitely more impactful in
       | every conceivable way despite being a shit quality gif.
       | https://techcrunch.com/wp-content/uploads/2018/08/Aug-22-201...
       | 
       | Looking Glass people, if you're reading this, you need to zoom
       | way the fuck out, turn the lights on, and quit with the artsy
       | bullshit fading to black every few seconds because it looks like
       | you're hiding something. You cannot show pictures. You need to
       | show the experience.
        
         | macromaniac wrote:
         | Specifically they need to pan the camera around since you cant
         | show off the stereoscopic effect on a regular screen. Heres my
         | favorite demo: https://youtu.be/E8pZlI2WM_Q
        
         | Grimm1 wrote:
         | Thank you, I thought I was missing something when looking at it
         | but I was like looks the same to me.
        
         | fxtentacle wrote:
         | I believe they are shy to show it in high-quality video because
         | the effective resolution is <900px. See my comment below for
         | the math.
         | 
         | Even in that TechCrunch gif, I believe I can already see pixel
         | borders on the specular shading of the top part of the h.
         | 
         | For an even clearer example, see the frog in full-screen at
         | 3:31 here: https://youtu.be/-EA2FQXs4dw?t=211
        
           | robocat wrote:
           | (Edited) The frog was on the low-res developer device.
           | 
           | The much larger "8k" version introduced half way through
           | https://www.youtube.com/watch?v=-EA2FQXs4dw has some good
           | tech detail, with the raw pixel mapping shown at 6:30. Calcs
           | seem about right since raw pixel count was stated as 43
           | million, although it was implied elsewhere they split RGB sub
           | pixels too (which sounds wrong I admit), so maybe 43 million
           | divided by 15? Our eyes are more sensitive to luminance than
           | colour, so maybe they did something there (however, not that
           | I could see from the raw pixel mapping at 6:30).
        
           | ebg13 wrote:
           | I don't think the video quality or display quality is the
           | problem though. The 8k screen itself looks plenty high
           | quality in the Linus video bouncing around this thread. The
           | problem is that their promo material entirely eliminates any
           | sense of the _one_ thing that they bring to the table that
           | makes them special.
           | 
           | They need to throw up a _static_ 3D image that the viewer can
           | easily understand and then move the camera. That's it. That's
           | all they had to do, because literally the one thing that
           | makes this screen special is showing different viewing
           | angles, and they failed wildly.
        
         | wlesieutre wrote:
         | What really kills me is that they clearly shot the screen on a
         | turntable (0:30) which would be the perfect time to show the
         | on-screen image rotating, but no. Black screen.
         | 
         | Too hard to connect the cables for that shot? Didn't bring a
         | computer to the photo studio?
         | 
         | Another option: short animated loop to create depth from
         | parallax. But the key thing is it needs to show the monitor as
         | a whole along with the image on screen, all moving together.
         | https://imgur.com/eh5u6Gu
        
         | xbmcuser wrote:
         | I think this linus tech tips video shows it better
         | https://www.youtube.com/watch?v=-EA2FQXs4dw
        
           | dugditches wrote:
           | Interesting to see the 'modified' image before it's put on
           | the display(https://youtu.be/-EA2FQXs4dw?t=375)
           | 
           | Seems similar to how pixel art worked, and tricks artists
           | used to get a better image with CRTs. https://66.media.tumblr
           | .com/8d2cf7adae94fde97d1a8c9cf78a46a2...
        
         | HellDunkel wrote:
         | So true, but i kind of like the unterstatement of it.
        
         | 2bitencryption wrote:
         | Remember the reveal of the Nintendo 3DS?
         | 
         | They _did not_ allow press to take images of the device when
         | the display was on.
         | 
         | They knew images couldn't capture the 3D so they did what this
         | company is doing and used a bunch of vague renderings to try to
         | express how the thing worked.
         | 
         | Since it's probably the same underlying parallax tech powering
         | both, I'd guess the reasonings are the same.
        
           | ebg13 wrote:
           | That's a bad reason, and they executed poorly. The techcrunch
           | gif I linked _kills_ the demo (in the good way) in a second.
           | Random schmoe cellphone took their marketing department to
           | school without an ounce of preparation.
        
             | comex wrote:
             | Yeah. The 3DS only supports one viewing angle, holding it
             | straight parallel to your face. At that angle, you see 3D;
             | at any other angle, you see distortions. So indeed, _the
             | 3DS_ very hard to demonstrate in a photo or video. But
             | Looking Glass supports multiple angles, which makes the gif
             | you mentioned possible and is also what makes it unique as
             | a product!
        
           | nimazeighami wrote:
           | > Since it's probably the same underlying parallax tech
           | powering both, I'd guess the reasonings are the same.
           | 
           | It's not. Looking Glass is an advanced version of lenticular
           | optics, which is 100+ year old technology, except used to
           | create a multiscopic display(many views).
           | 
           | Nintendo 3DS is newer technology, known as parallax barrier.
           | However, 3DS is only two views, which is pretty much only
           | useful for a single viewer.
        
           | virtue3 wrote:
           | It's not really the same tech. More like a super sandwitch of
           | 43 perspective layers. the 3DS uses parallax effect, which
           | requires your head to be in a set location for it to work (I
           | believe?) versus this monitor that actually works via you
           | looking around at it from different perspectives (43 is the
           | number I kept hearing)
        
             | gelstudios wrote:
             | Yes 3DS has a few fixed / discrete viewing positions from
             | which the stereoscopic effect will "work".
             | 
             | The later "New 3DS" introduced a face tracker that made the
             | effect work continuously across most of the LCD's viewing
             | angle for a single viewer.
             | 
             | Curious why they didnt go for a similar setup here? Though
             | the looking glass display allows for multiple viewers.
        
       | fxtentacle wrote:
       | FYI, the 8K is their Input Resolution.
       | 
       | That resolution is then divided into the 45 viewing directions:
       | https://docs.lookingglassfactory.com/Appendix/how-it-works/
       | 
       | We need to divide 7680x4320 by the 9x5 grid.
       | 
       | Thus, the effective resolution is only 864x853 scaled in width to
       | make each pixel about 1.75x wider than tall.
       | 
       | At that resolution, it might be difficult to read normal-sized
       | text.
        
         | Retric wrote:
         | Yea, it's really not designed for 3D movies or replacement of a
         | normal monitor. It's great for viewing or editing individual
         | models that seem to fit inside the display which while a niche
         | is a fairly wide one.
         | 
         | Also, "only 864x853 ... it might be difficult to read normal-
         | sized text." That makes me feel really old, I spent a long time
         | coding on 640x480 in 16 colors
        
       | bane wrote:
       | I saw an earlier prototype at a Demosplash at CMU. It was
       | _really_ incredibly cool in certain instances. 3D objects really
       | looked like they were  "in" the volume of the display and moving
       | my body or head from side-to-side was pretty flawless.
       | 
       | That being said, it also had limitations. 3D effects that
       | extended beyond the display (like a tunnel, or some larger
       | effect) lost that depth to me, and there's no up-down 3D, only
       | side-to-side. The one I saw was also not as high-resolution as
       | you might think, the effective resolution was the
       | resolution/elements where each element was a particular angle the
       | display was to be viewed from and the computer had to render the
       | display from each angle simultaneously. The prototype I saw had
       | the effect of looking a bit like 3d objects underwater.
       | 
       | Still, it was the closest thing I've seen to a volumetric display
       | outside of a lab, and in the cases where it _really_ worked
       | (things inside the volume of the display) it was kind of jaw
       | dropping.
       | 
       |  _edit_ here 's the pouet page for the demo I saw
       | https://www.pouet.net/prod.php?which=78756
       | 
       | This video is from a handheld camera that moves around the
       | display that's helpful to understand how it works
       | https://www.youtube.com/watch?v=US7hzM0a21E&feature=youtu.be
        
         | etaioinshrdlu wrote:
         | So if you rotate your head 90 degrees the effect falls apart?
        
           | numpad0 wrote:
           | Looking Glass is just lenticular sheet glued to LCD, same
           | technology as cheap 3D postcards and stickers from the '90s
           | made of vertical grated plastic that you tilt left and right
           | and picture changes. Probably not even 3D. Acrylic block part
           | is just a gimmick as well.
           | 
           | But reportedly they execute that principle super well,
           | gimmick part included, to the point it looks almost VR.
        
             | etaioinshrdlu wrote:
             | The interesting thing is that if the lenticular lens is
             | done with mini spheres instead of mini-cylinders, it should
             | be possible to create a more fully holographic effect,
             | given a sufficiently high-res base display. Basically a
             | light-field camera in reverse.
             | 
             | (I am sure they have thought of this by now ...)
        
               | nicd wrote:
               | Fovi3D (http://www.fovi3d.com/) makes this kind of light-
               | field display based on microlenses.
               | 
               | One challenge here is the tradeoff between spatial and
               | angular resolution. If you're generating a 4x4 lightfield
               | starting with a 2160x1440 display, you only end up with
               | 640x360 superpixels.
               | 
               | The company I work for (https://www.leiainc.com/) makes a
               | display that can switch between light field and 2D, so
               | you can have the best of both worlds.
        
             | VikingCoder wrote:
             | Yeah, that's not remotely accurate.
             | 
             | 45 angles for each pixel:
             | 
             | https://www.youtube.com/watch?v=-EA2FQXs4dw&t=4m18s
             | 
             | That's far more complicated than a lenticular sheet glued
             | to LCD.
        
               | Miraste wrote:
               | Undoubtedly it's harder to build, but it is the same
               | technology.
        
               | VikingCoder wrote:
               | Here's an article which discusses it, and it appears to
               | explicitly not be lenticular.
               | 
               | https://www.engineering.com/ARVR/ArticleID/17613/In-
               | Through-...
        
               | kaffeemitsahne wrote:
               | "There's a lot more to the evolution, enough for a book
               | on the subject, but if you had to create a list of what
               | kinds of technology and methodology went into the Looking
               | Glass (since they do not list it), it might look like
               | this:"
               | 
               | Pure speculation.
        
             | kn0where wrote:
             | So, it's a much higher end Nintendo 3DS.
        
               | fenwick67 wrote:
               | Except there are 45 images instead of 2.
        
               | daniel_reetz wrote:
               | Which means 45 pixels under each lenslet.
        
               | nimazeighami wrote:
               | No actually. The Nintendo 3DS uses parallax barrier
               | technology, which is significantly newer technology than
               | 100+ year old lenticular tech which powers Looking Glass
               | and most 3D devices. That's why the Nintendo 3DS has such
               | good image separation and reduced ghosting compared to
               | cheap Chinese 3D phones and Rokit IO Pro 3D.
        
             | robocat wrote:
             | That's wrong: technically it is nothing like the vertical
             | grated sheet you see on cheap 3D posters etc.
             | 
             | At 6 min 30 in https://www.youtube.com/watch?v=-EA2FQXs4dw
             | they show the pixel sub mapping - and it isn't just
             | vertical bars.
        
           | bane wrote:
           | It's more like panning. If you step left right, the parallax
           | effect persists, like walking around an object in a box on
           | table. But if you try to go up/down it appears to rotate with
           | you as the display doesn't have any fields vertically.
           | 
           | It reminded me a lot of those "3d" pictures you can get that
           | have a bunch of vertical sections at slightly different
           | angles. They go back to maybe the 70s. There's a funny name
           | for them that I can't quite remember.
           | 
           | My understanding is that the "box" that sits on top of the
           | display is purely cosmetic and helps sell the effect, and
           | that the backboard of the display provides everything.
        
             | objclxt wrote:
             | > There's a funny name for them that I can't quite
             | remember.
             | 
             | It's lenticular printing -
             | https://en.m.wikipedia.org/wiki/Lenticular_printing
        
             | rowanG077 wrote:
             | Lenticular printing?
        
       | fangorn wrote:
       | Only one thing to say: shut up and take my money!
        
       | empath75 wrote:
       | My guess is we'll see these first used in advertising, a fancier
       | lenticular billboard.
        
         | ortusdux wrote:
         | I was thinking high end jewelry store window display.
        
           | wlesieutre wrote:
           | Could also be neat for museums to virtually show jewelry and
           | other small objects. Hard to justify the price for consumer
           | use, but for an exhibit with thousands of people passing
           | through you'd get more mileage.
           | 
           | The benefits being that you can share the items across many
           | museums at once without exposing them to UV or theft risk,
           | and without taking the originals away from wherever they
           | belong.
        
             | Lichtso wrote:
             | I have seen the real holographic photographs [1] being used
             | in museums. Actually, they are getting cheaper and there
             | are some hologram kits you can buy to make your own at
             | home. Obviously not animated, but in principle it should be
             | possible to do a holographic movie with a chemical film as
             | well.
             | 
             | https://en.wikipedia.org/wiki/Holography
        
       | jFriedensreich wrote:
       | I remember seeing glasses-free 3D displays from sharp many years
       | ago and thinking this would be everywhere within 2 years. The
       | technology was used in some asian novelty pre-smartphone handsets
       | and in one gameboy model but then disappeared. This was not light
       | field technology like the Looking glass, so only one angle and
       | one viewer could really enjoy it, but i assume the market will
       | behave pretty similar this time: After the novelty wore off,
       | nearly every single user i talked to preferred 2D displays if it
       | had even slightly increased display clarity, brightness and
       | resolution. Of course that insight sounds nearly trivial, but
       | what really surprised me was the extreme degree of this
       | preference: People were not even interested enough to make 3d
       | Monitors a second mainstream option next to super retina 2d
       | displays or whatever, but the whole market did not even come to
       | existence outside very small niches. In a completely different
       | context i was extremely surprised how many early "VR" experiences
       | did not even mention they were just in 2D with head-tracking and
       | no one except me seemed to find that odd or super annoying. It is
       | as if no one really cares for 3D.
        
       | peter303 wrote:
       | Thats why I will regret not attending an in-person SIGGRAPH in
       | person this year. You could see amazing demos of frontier
       | technology not yet commercialized.
       | 
       | Ditto watching the NVDIA keynote recently. They were bragging
       | about how good their AI-driven 8K raytracing was. But I could not
       | see much before and after difference on my puny tablet screen.
        
       | imhoguy wrote:
       | That may be quite cool for demos and entertainment. But no way in
       | the office - eye strain after 8h day must be severe. I would
       | spend same money on 27" e-ink display once such is available.
        
       | craneabove wrote:
       | Oh techcrunch, 2 typos in the first sentence.
        
         | goldenkey wrote:
         | They really need an editor. It's even worse than the syntax
         | errors, saying something `felt more like a proof of concept
         | [...] was immediately an impressive concept` is amateur
         | wordsmithing. Better wording would be "Immediately, viewers
         | were left with a strong impression despite the display being a
         | proof of concept.`
         | 
         | > When Looking Glass Factory showed /of/off/s its first
         | holographic display way back /on/in/s August 2018, it felt more
         | like a proof of concept than anything -- though it was
         | immediately an impressive concept
        
       | vsskanth wrote:
       | how well does it do with objects at infinity ? Trying to imagine
       | if this can be used for sim racing.
        
       | bestfromabove wrote:
       | commenting to get my first comment
        
       | ortusdux wrote:
       | Ever since I first saw one of these I have been wondering if it
       | would be possible to display as-shot light field camera images.
       | If it is, they should seriously think about collaborating with
       | Lytro.
        
         | lovecg wrote:
         | Yes! They have some examples here:
         | https://blog.lookingglassfactory.com/announcements/the-memor...
         | 
         | The live stream of the bird cage is a very interesting
         | application.
        
         | bsanr wrote:
         | *Raytrix/Former Lytro employees who now work for Google
        
       | thorum wrote:
       | Holographic displays are one approach being studied for use in
       | VR/AR headsets. My understanding is that they may help solve the
       | vergence-accommodation conflict, which causes a lot of the motion
       | sickness, headaches, eye strain and other issues people have with
       | VR:
       | 
       | https://xinreality.com/wiki/Vergence-Accommodation_Conflict
       | 
       | Current headsets use two flat screen displays positioned a fixed
       | distance from your head showing two slightly different 2D images.
       | This tricks your brain into thinking you're seeing a 3D
       | environment with objects closer or further away than the displays
       | actually are, but some parts of your visual system are not fooled
       | - leading to a conflict where your eyes try to focus and adjust
       | to what you're seeing in two different ways at the same time.
       | 
       | Holographs may be able to provide more depth cues to each eye,
       | helping to convince the visual system that the images are real.
        
         | WhatIsDukkha wrote:
         | You are making a bold and incorrect claim.
         | 
         | """vergence-accommodation conflict, which causes a lot of the
         | motion sickness, headaches, eye strain and other issues people
         | have with VR"""
         | 
         | This is untrue. It actually a pretty minor amount of the
         | issues. There are individuals that suffer from this
         | disproportionately but the estimates I've seen were in the low
         | single digits.
         | 
         | The major issues are in the source to the link you posted -
         | 
         | http://doc-ok.org/?p=1602
         | 
         | """Accommodation-vergence conflict is the one remaining aspect
         | of vision that is not simulated by current VR headsets. While
         | it is not as big a deal as simulator sickness induced by poor
         | tracking, high latency, or artificial locomotion, """
         | 
         | These are the major sources of vr discomfort which are
         | increasingly handled by the baseline vr specification being
         | increasingly in the reach of more and more hardware systems.
         | 
         | I'd also note that as the poor tracking and high latency issues
         | have disappeared people have found they are comfortable with
         | radically wider ranges of artificial locomotion styles.
         | 
         | At this point, in my opinion, the utter uselessness of any text
         | based applications (ie what people actually DO all day long) is
         | what is holding VR back. The resolution needs to scale up
         | fairly radically.
         | 
         | This monitor may have better text results but its not clear
         | what the boundaries of it as a 3d display are as I haven't seen
         | a review from knowledgeable sources (Oliver Kreylos/ docok is
         | one of the people that I'd like to hear from).
        
           | outworlder wrote:
           | > artificial locomotion
           | 
           | That's the biggest culprit. Some people even get nausea
           | without VR headsets. There was a presentation at the
           | California Academy of Sciences where the camera was panning
           | as if it was travelling. A few people nearly barfed.
           | 
           | I wonder how much of it is training. Lots of people are ok
           | with flight simulators, or simulated cars, train rides, etc.
           | It's mostly when they think _they_ are moving that the
           | problem presents itself.
           | 
           | > At this point, in my opinion, the utter uselessness of any
           | text based applications (ie what people actually DO all day
           | long) is what is holding VR back.
           | 
           | In non-gaming scenarios, yes. Resolution could be better.
           | However, it is not so bad at all. You need bigger "displays"
           | in VR than what you would have in real life, but you can code
           | alright.
           | 
           | I would personally prefer lighter, less intrusive devices,
           | even if the resolution was the same.
        
       | bsanr wrote:
       | These remind me of the holography exhibit at the MIT Museum. If
       | you haven't seen it before, I highly recommend it. For those of
       | us whose main experience with holographic images are the little
       | foil sticker on the backs of credit cards (and, increasingly,
       | whose main experience with the world more than 50 miles from our
       | homes is through a screen), it is mind-blowing. The detail and
       | visceral dimensionality struck me profoundly; they look as if
       | someone has cut out a piece of reality and copied it into another
       | space, frozen in that instant forevermore.
       | 
       | (I recognize the irony of trying to illustrate this with a
       | Youtube video, but nevertheless:
       | https://youtu.be/LkpBYne7SlU?t=54 ; I wish that the one with a
       | man at his desk was viewable.)
       | 
       | This looks to have the same effect, in full color, and animate-
       | able. Light field technology is truly amazing.
        
         | Udik wrote:
         | Cool, I have that 1984 issue of National Geographic with the
         | hologram on the cover! (At 0:53 in the video). I was fascinated
         | by it as a kid.
        
         | MivLives wrote:
         | I don't believe that exhibit is still in the museum. It wasn't
         | there when I was there in the fall.
         | 
         | Still a fantastic museum to checkout.
        
       | Vanit wrote:
       | We got one of these in the office (much smaller) that we only
       | bring out for conventions. It's a nice conversation piece but
       | serves no practical purpose.
        
       | zelon88 wrote:
       | Is there anything on the market that will work with this out of
       | the box?
        
       | jacquesm wrote:
       | Depending on the sticker price this could be a game changer.
        
       | pvsukale3 wrote:
       | I guess this were Hollywood like holographic screen less display
       | start coming into reality.
        
       | itronitron wrote:
       | https://lookingglassfactory.com/product/8k
        
       | agys wrote:
       | The people at Marpi Studio did some interesting interactive demos
       | for the Looking Glass display:
       | 
       | https://www.marpi.studio/artwork/ocean/algae-lux
       | 
       | https://www.marpi.studio/artwork/ocean/algae-aux
        
       | mncharity wrote:
       | When some of those 45 perspectives don't go near any watching
       | eyes, do they still need to be rendered? If not, one might use
       | head/eye tracking to save computes.
        
       | fermienrico wrote:
       | It is difficult to predict how successful a technology will be
       | and how widely it will be adopted.
       | 
       | Does anyone use their 3D glasses that used to ship with "3D TVs"
       | circa 2013? My Samsung TV came with a pair of active 3D glasses
       | that were collecting dust. On the other hand we've had adoption
       | of touch screens on handheld devices, it almost swooped the
       | entire mobile market between 2007-2012 after iPhone's
       | introduction. But the same thing didn't happen with Keyboard +
       | Mouse input on a desktop computer. Infact, the market just
       | exploded with new mechanical keyboard aficionados sometime around
       | 2010, I still remember hanging out on geekhack a decade ago and
       | now mechanical keyboards are everywhere.
       | 
       | We've seen in the past and we will see this in the future - a
       | whole lotta focus on aesthetics, UI and presentation - i.e., cool
       | graphics in video games, touch screens, holographic displays like
       | the one in the article, AR/VR tech (magic leap?) without proper
       | attention to content will lead to nowhere. Probably just make
       | headlines.
       | 
       | Another thing is that people don't take ergonomics into account.
       | Pretty much any sci-fi movie has people moving their arms about
       | to interact with content. That would never take off in real life.
       | Unfortunately, people like Elon Musk are hell bent on horrible
       | UI/UX depicted in their favorite sci-fi movies and shoehorning it
       | into Space craft (dragon capsule has all touch screen interface
       | with literally no buttons, checkout the Everyday Astronaut
       | channel's tour). Elon's vision about UI/UX is misguided through
       | movies, it is embarrassing. The giant touch screen panel in a
       | Tesla is the main reason I would never get one. I think he might
       | put this 8k Holographic display as an option, please don't tweet
       | him about it.
       | 
       | Sci-fi movies are the cancer of design. It is the victorian
       | design equivalent of modern times, pure decoration. You can find
       | traces of it in professional equipment, this thing looks like it
       | was pulled from a space ship: https://images-na.ssl-images-
       | amazon.com/images/I/61cGhQ0begL...
        
         | anoraca wrote:
         | I am a big fan of 3D and still use my 3D TV. You can also view
         | 3D blu rays in VR. That generation of technology wasn't great
         | for a lot of people, or extended use, unfortunately.
        
         | nimazeighami wrote:
         | > Does anyone use their 3D glasses that used to ship with "3D
         | TVs" circa 2013?
         | 
         | No, but I still do use them on my projector. It seems that 3D
         | became pretty popular with the home theater market, who buys
         | more expensive technology than average consumers. This is why
         | most good projectors these days still support 3D, while almost
         | all regular TV's do not.
        
         | wellthisisgreat wrote:
         | 3D glasses were really cool actually to experience CGI in. It
         | was actually possible to enjoy that content together in the
         | living room unlike VR content when you are expected to sit in
         | the same space with boxes on your head
        
         | tjohns wrote:
         | My Samsung 3D television was awesome for playing PC video games
         | on. The big downside was that playing PC games on a large
         | television wasn't the most ergonomic experience. (And for
         | movies, none of the streaming services offer 3D content.)
         | 
         | I wish smaller 3D computer monitors had caught on. At least VR
         | headsets are still going strong and are even more immersive.
        
           | pkroll wrote:
           | Actually there's at least one streaming service that does 3D:
           | Vudu.
           | https://www.vudu.com/content/movies/movieslist?FEATURE=3D
           | 
           | I have no experience with their 3d, only their HD (they call
           | it HDX because marketing) which is perfectly fine for a
           | streaming service.
        
             | nimazeighami wrote:
             | Unfortunately, not every device supports Vudu's 3D!
             | 
             | The important ones, PS3 and PS4, do however.
        
             | anoraca wrote:
             | I have used Vudu for 3D streaming and it worked perfectly.
        
             | w-ll wrote:
             | Xfininty used to have 3d on demand as well. I have a 3d tv
             | from 2012 and love it. It also has an interesting feature
             | where it can interpolate 2d => 3d which depending on the
             | content works very well, or is a complete mess.
        
           | StillBored wrote:
           | They are both cool for short term use, but I've yet to see a
           | shutter glass/etc implementation that is synced well enough
           | to the screen and blocks 100% of the light to avoid ghosting.
           | 
           | VR googles have their own issues, because the lenses never
           | seem to be perfectly in focus, and the resolution isn't high
           | enough directly into the glasses.
           | 
           | In both cases you can choose to ignore the problems for a
           | while, but at least in my case the eye strain builds up
           | enough I doubt I could deal with it for even 4 hours a day on
           | a regular basis.
        
             | nimazeighami wrote:
             | > They are both cool for short term use, but I've yet to
             | see a shutter glass/etc implementation that is synced well
             | enough to the screen and blocks 100% of the light to avoid
             | ghosting.
             | 
             | I've never seen this on a monitor/display either. But I
             | have an Epson projector from 2013/2014 that uses shutter
             | glasses and does block 100% of the opposite eyes image.
             | Because it's not a screen, it doesn't have to blank the
             | image between frames, it just completely stops sending
             | light from that frame.
        
         | ctdonath wrote:
         | That thing is the natural continuation of 1960's-era
         | oscilloscopes. Those steeped in the industry find it familiar.
         | 
         | A bit puzzling that you criticize all from ancient knob
         | proliferation to a single large flat screen. Only alternative
         | is small screens with deep menus, it's own he11.
        
           | freeone3000 wrote:
           | What was wrong with every control having a dedicated button?
        
             | Yetanfou wrote:
             | https://upload.wikimedia.org/wikipedia/commons/2/2d/Iran_Ai
             | r...
             | 
             | Nothing, as long as you have the space to put them
             | somewhere sensible.
        
           | adamweld wrote:
           | Modern oscilloscopes still are largely driven by buttons and
           | knobs.
        
         | toast0 wrote:
         | > Does anyone use their 3D glasses that used to ship with "3D
         | TVs" circa 2013? My Samsung TV came with a pair of active 3D
         | glasses that were collecting dust. On the other hand we've had
         | adoption of touch screens on handheld devices, it almost
         | swooped the entire mobile market between 2007-2012 after
         | iPhone's introduction. But the same thing didn't happen with
         | Keyboard + Mouse input on a desktop computer. Infact, the
         | market just exploded with new mechanical keyboard aficionados
         | sometime around 2010, I still remember hanging out on geekhack
         | a decade ago and now mechanical keyboards are everywhere.
         | 
         | Glasses based 3D sucks. People who don't wear glasses don't
         | want to wear glasses and find them unconfortable. People who do
         | wear glasses don't want to wear two pairs of glasses and find
         | it uncomfortable. Active shutter glasses give some people
         | headaches from the flickering. If I could get perscription
         | lenses with polarization for my TV's passive 3d, I might play
         | with it... But I watched like one 3d blu-ray with the glasses
         | and that's good enough for me. This display looks interesting
         | because the viewer doesn't have to wear anything, but we'll
         | see.
         | 
         | Touchscreens on mobile works because it's cheaper to build than
         | a number pad, and way cheaper than a keyboard, it's cheaper to
         | extend the touch screen so they don't use any real buttons on
         | the front of most androids. The flexibility is helpful for text
         | input.
         | 
         | A basic keyboard for a computer is $10 at retail because there
         | is no size constraint making things expensive. Even a $10
         | keyboard has better user feedback than a touchscreen, but a
         | computer sized touchscreen is going to cost more than $10.
         | Plus, ergonomics. Touchpads could overtake mice, maybe, but
         | desktop is being vastly overtaken by mobile, so it barely
         | matters.
        
           | jonny_eh wrote:
           | > Touchscreens on mobile works because it's cheaper to build
           | than a number pad, and way cheaper than a keyboard, it's
           | cheaper to extend the touch screen so they don't use any real
           | buttons on the front of most androids. The flexibility is
           | helpful for text input.
           | 
           | Consumers didn't flock to a more expensive phone (the iPhone
           | in 2007) because it was cheaper to make (it wasn't). They did
           | so because the touchscreen enabled new forms of interaction
           | not yet possible, enabling full-screen games, photo
           | viewing/shooting, and web browsing to name a few.
        
             | toast0 wrote:
             | It was cheaper to make the iPhone with a touch screen, than
             | it would have been to make it with a slide out keyboard.
             | While the iPhone has a big market share in the US and a few
             | other high income countries, touchscreen phones have taken
             | over in almost all markets, even inexpensive phones,
             | because they're cheaper to make, if you've already got a
             | large enough screen and a fast enough processor in the
             | phone for other reasons. You can still make a cost
             | constrained phone where buttons is a better choice, but a
             | cost constrained android isn't that much more expensive in
             | absolute dollars, and provides so much more functionality
             | so it only makes sense for the most cost constrained
             | buyers, or those who eschew a smartphone for other reasons.
        
         | cptskippy wrote:
         | > The giant touch screen panel in a Tesla is the main reason I
         | would never get one.
         | 
         | For me, the interesting part about owing a Tesla is the
         | realization of just how badly designed traditional cars are.
         | Dedicated tactile controls are better in an automotive context
         | for fiddling while driving, and the Model 3 implements almost
         | everything necessary while driving as physical controls.
         | 
         | The two things that I fiddle with while driving that don't have
         | physical controls are the stereo and windshield wipers. The
         | stereo has a physical volume and tracking controls, I don't
         | think a physical interface for any other part of the stereo
         | would be much better than the touch screen. Windshield wipers
         | should have a physical interface, in the Model 3's auto mode is
         | great 99% of the time but when it isn't it's too hard to
         | manually adjust and when you need to adjust wipers is precisely
         | the wrong time to be fiddling.
        
           | adamweld wrote:
           | I don't know, I think the controls [0] on my car (VW Golf
           | 2017, <20k new) are pretty close to perfection.
           | 
           | Physical buttons or dials for everything except for
           | infotainment settings, but minimal with no clutter. Steering
           | wheel input for cruise control/audio/wipers and the heads up
           | display, while the climate controls are dead simple and easy
           | to work without looking down. Infotainment has both touch and
           | a context sensitive dial. Everything is grouped contextually
           | and I never have to look away from the road.
           | 
           | I was especially impressed that a single dial (left, next to
           | the lights) dims _every_ light in the entire cabin to the
           | same brightness, across many different subsystems. Great
           | design shields the driver from the complexity of the system.
           | 
           | [0]: https://i.imgur.com/wiqfh1w.jpg
        
             | fermienrico wrote:
             | That's a beautiful UI for a car, I also love BMWs (E90-F30)
             | models before the latest 2019 redesign. 2012-2019 BMW 3
             | series is a perfection in UI design IMO.
        
           | microtherion wrote:
           | Over the last couple of years, I found the combination of
           | physical controls for driving-essential functions and voice
           | control (e.g. CarPlay; I don't like the manufacturer
           | solutions as much) for convenience functions quite effective.
        
           | fermienrico wrote:
           | I actually want every single thing as a button, knob, slider
           | or a toggle. All 80 of them. I understand that I am in the
           | minority, just stating my personal opinion.
        
         | zitterbewegung wrote:
         | All of your examples seem to indicate products marketed to the
         | consumer where it seems like Looking Glass is targeting the
         | enterprise.
         | 
         | Google Glass sort of failed in the consumer sense but
         | eventually has some adoption in the Enterprise space.
        
           | fermienrico wrote:
           | I work in high volume manufacturing factory. AR has literally
           | become the buzzword cliche that keeps popping up over and
           | over.
           | 
           | I have serious doubts about AR use in things like assembly
           | instructions. Turns out, it is probably ok for training but
           | if you do a task 30 times, your brain develops a memory for
           | how to do it and you don't need to wear AR glasses. For
           | maintenance techs, which is how Google Glass is marketed, it
           | is too much of a hassle to put on the glasses, have a
           | software team write the application and maintain it and then
           | after spending $200k on this boondoggle AR project, what is
           | the ROI? I really don't see it as of any value... maybe there
           | is a positive ROI for airplane maintenance.
           | 
           | I am really not convinced. It looks like a solution in search
           | of a problem. Are there any AR goggles used in manufacturing
           | industry on a mass scale?
        
             | fxtentacle wrote:
             | A friend of mine is developing
             | https://www.firefightervr.de/ and they seem to be doing
             | quite well using VR for training.
        
               | fermienrico wrote:
               | I can see why this would be useful than reading a 400
               | page instructions. This is _simulation_ and it adds value
               | during training.
               | 
               | As I said, there are edge cases where AR/VR makes a lot
               | of sense. HUDs in fighter jets for example are
               | tremendously useful. But my complain is mostly about
               | people wanting to jam some new tech in, take on a lot of
               | tech debt, spend $$$ in a fortune 500 company only to
               | find that there is no real problem to be solved.
               | 
               | Should we spend $120k consulting with a software company
               | to develop an iPad based checklist? Not to mention yearly
               | maintenance of that codebase. Printed paper + pen works
               | just fine in 90% of the cases for 99.99% less cost! You
               | have to ask - how many people are going through this "old
               | school" paper trail? 100? 1000? 10 million? I've seen AR
               | in manufacturing roadmap slides where there are like 13
               | workers and they are all with 25+ years of experience and
               | the management wants to do their AR boondoggle.
               | Frustrating.
        
           | kevin_thibedeau wrote:
           | Glass was never a consumer product. It was only publicly
           | released as a dev kit.
        
         | oarabbus_ wrote:
         | >Another thing is that people don't take ergonomics into
         | account. Pretty much any sci-fi movie has people moving their
         | arms about to interact with content. That would never take off
         | in real life.
         | 
         | Why do you believe this to be the case? I've been having a
         | blast with the (fully wireless) Oculus Quest, especially games
         | like Racket NX which involve constant swinging of arms (you're
         | playing tennis, basically).
        
           | Robotbeat wrote:
           | I think people haven't really updated their opinion of VR
           | since the Quest came on the scene. VR will almost certainly
           | never be as big as Mobile is now. But the Quest is a
           | fantastic experience and lives well past the point where VR
           | novelty has worn off. It's the social experience and
           | portability that does it. Sports, as you say, in particular
           | are good here. I've been playing Echo Arena for a few weeks,
           | now, and far from the novelty wearing off, I'm actually
           | enjoying it more and more. Maybe it has something to do with
           | the sense of presence and--dare I say--intimacy you get
           | playing a multiplayer contact team sport when we're all
           | supposed to be self-isolating.
           | 
           | The main, enduring dimension VR adds to gaming IMHO is
           | physical exertion (and this aspect is only really engaging
           | with a standing experience... and then only enjoyable if
           | wireless). I feel much better physically after the light
           | exercise of half an hour of Quest gaming than I do after half
           | an hour playing some PC first person shooter.
        
       | etaioinshrdlu wrote:
       | Apparently this is not even an actual hologram, it is a LCD or
       | OLED with a linear lenticular lens attached. Big difference!
        
         | TheOtherHobbes wrote:
         | Actual no-compromise panel-sized laser-bending holography is
         | far beyond current tech. You need micrometer resolutions -
         | think 5k dpi as a blurry bare minimum, and more like 50k dpi
         | for high quality output - combined with 3D rendering at that
         | resolution, passed through a holographic transform which maps a
         | 3D scene to a holographic plane.
         | 
         | For animated holograms you have to do this in real time. And
         | colour is still a problem - ideally you want at least three
         | different planes for RGB, all correlated with sub-micron
         | accuracy.
         | 
         | Shortcuts are possible - actually with stereoscopic 3D TVs and
         | monitors they've been and gone - but the real thing won't be
         | happening any time soon.
         | 
         | 3D-like emulations - like this product - are much more
         | plausible in the short term.
        
       | slg wrote:
       | I was reading the article trying to guess the price of this
       | thing. I was thinking $20k before I got to the last paragraph
       | which mentions the price is quote only. I assume that means I was
       | very low on my guess, but then I checked the website and they
       | have 15 inch dev kits for as low as $3k, so I have no idea.
       | Anyone have a rough ballpark for what this would cost?
        
         | Cerium wrote:
         | If they could do $20k for the display, I would expect to see
         | some usage (as their marketing materials state) in medical
         | devices. Displays targeted for medical devices can be
         | surprisingly expensive, Glasses 3d monitors, such as those used
         | on upcoming surgical robots, are getting purchased around $12k
         | from what I hear.
        
         | bane wrote:
         | IIR, the prototype was surprisingly reasonably priced. I would
         | guess that this display would be less than one might expect.
        
           | arthurcolle wrote:
           | What was the prototype priced at?
        
       | colechristensen wrote:
       | I wish they wouldn't call it _holographic_ because it seems like
       | it has nothing to do with what are traditionally called holograms
       | which involve using interference patterns, diffraction, and
       | coherent light to record and reproduce light field information
       | into and from a 2d medium.
       | 
       | What this appears to be is recording pseudo-light felid with thin
       | strips of vertical prisms or lenses with many vertical strips per
       | micro-lens so that you get depth from the horizontal but not
       | vertical perspective (tilting the display up and down won't
       | change the image, but panning left and right will)
        
       | scrumbledober wrote:
       | Is this the technology being used on Disneyland's smugglers run
       | ride? I remember moving my head around and the 3d perspective
       | following my viewpoint, but my Google Fu at the time could only
       | find articles about the real-time rendering used on the screens.
        
       | Vysero wrote:
       | Send it to me, let me try it out. If I break it I will buy it and
       | if I like it I will buy it, but your crappy commercial isn't a
       | sell.
        
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       (page generated 2020-05-26 23:00 UTC)